For some warlocks, the fell power that suffuses their very being is insufficient: neither fiends nor fey represent all the power to be found in the world. For these, xenoalchemy offers an opportunity to assimilate yet more power sources, picking and choosing the best that the multiverse has to offer.

As you experiment, you find yourself laying bear the still-beating organs of the planes, and learning their secrets. Comparison of structures across myriad species, forms, and compositions reveals the most basic forms of pure violence. Biological forms that are, themselves, writhing with arcana, regardless of the creature it comes from. Forms you incorporate into yourself, paring down the unnecessary at the same time you add new limbs and organs. You become something simpler, sleeker — streamlined and perfect. A new creature, yet old, so old. As old or older than the multiverse you have flayed alive to gain this power.

Becoming an Eldritch AbominationTo become an Eldritch Abomination, one must already be a warlock, and also have significant skills as a xenoalchemist.

Prerequisites

Class Features

Eldritch Blast

Surgical Precision

Skills

Heal, 8 ranks

Spellcraft, 8 ranks

Special

You must deal at least 2d6 damage with either Eldritch Blast or Surgical Precision

Class Features of the Eldritch AbominationThe following are all class features of eldritch abomination.

Armor and Weapon ProficiencyEldritch abominations do not gain any new proficiencies in armor or weapons.

Invocations (Sp)At each level, select one invocation-using class in which you already have levels. Treat your level in this class as one higher for the purpose of determining your Caster Level, greatest level of Invocation, and Invocations Known. You do not gain any other benefit that class would have received from that level. You may select a different qualifying class each level.

Unlike most prestige classes that advance invocations, eldritch abomination does not stack with warlock for the sake of Eldritch Blast damage. Instead, see the Eldritch Blast or Surgical Precision ability.

XenoalchemyAt every level you add +1 to your xenoalchemy level from one existing class of your choice that you have levels in. This increases your effective xenoalchemist level for the benefits of grafts as well as the level of graft you can achieve. This does not provide you with any other benefit a member of your previous class would have received, such as class features, skill points, spellcasting, or hit points.

Eldritch Blast or Surgical Precision (Sp or Ex)At each odd level, you may increase either your Eldritch Blast damage or your Surgical Precision damage by another +1d6 damage. You may choose differently at each even level, but each choice, once made, is permanent.

Laser Scalpel (Sp)You may now use your Eldritch Blast to assist with surgery; it can be used to replace any need for a knife or scalpel while harvesting, grafting, or performing Heal checks. You may also use it, as a standard action, to perform emergency medical procedures in combat; effectively, anything you could do with a Heal check in a single Standard action can be performed at a distance so long as you succeed on a ranged touch attack against the target (the target may opt to be considered flat-footed for this attack, if willing to receive your attention).

Thesis Monster (Ex)At 1st, 4th, 7th, 10th, and 13th level, you gain an additional Thesis Monster type, chosen from the list available to a xenoalchemist.

Archaic GraftsArchaic grafts are unique biological forms created by extrapolating among similar structures in a number of creatures. The similarities are rarely obvious, however, and have as much to do with their arcane and mythopoetic qualities as it does their biology. You may begin these studies and start creating archaic grafts at 2nd level.

This feature also changes your own anatomy, to allow you to accept these grafts. While in theory two eldritch abominations could apply archaic grafts to each other, no one without this feature can gain any benefit from these grafts.

In addition to the usual monster requirement, each archaic graft has some "study requirements" — these are completely separate creatures you must study to learn how to create an archaic graft. This study requires a sample harvested from the studied creature, and the sample is ruined during the dissection. Only then may you create the graft from a sample taken from the monster listed as the monster requirement. You only need to complete a study for a study requirement once.

Some study requirements are listed with a multiplier after them: in this case, you need to study that many samples before you can create the archaic graft. In these cases, you cannot reuse either the same creature (even if another individual of the same species), nor can you reuse the same ability (even if the same feature appears on wildly different creatures): if the study requirement is ×3, you need 3 samples, from 3 different creatures, and each of the three needs a different qualifying feature.

If you complete a study requirement that is shared by multiple archaic grafts, you are considered to have completed it for the sake of using all of them. The study requirements must be completely, word-for-word identical excepting the number of samples necessary, however.

Coil Shuffler [Constricting Tail]Level: 3Study Requirements: Must have a Supernatural or Spell-like ability that can only be used in a grapple, and doesn't involve an attack.Monster Examples: Chuul, succubus, but not a gray render or vampire.Monster Requirement: Must have constrict damage and a natural Tail Slap attack.Monster Examples: Lillend, marilith

Whenever you make a successful Grapple check to deal damage, you may also discharge your Eldritch Blast against the grappled foe. You also gain a bonus on your next Grapple check equal to half the damage dealt with the blast.

Crown of Ages [Gore]Level: 2Study Requirements: Must have an ability to manipulate time, or gain extra actions in a round due to speed. ×3Monster Examples: Choker, nightshade, rakshasaMonster Requirement: Must have a natural Gore attack.Monster Examples: Minotaur, rhinoceros

As a standard action, you may make a Gore attack. If it hits, you may also add your Eldritch Blast damage, and the target is subject to a Time Hop psionic power, its manifester level equal to your xenoalchemy level. The save is Constitution-based.

Fractal Tentacles [Tentacle]Level: 3Study Requirements: Must have the [Shapechanger] subtype, an alternate form ability, or similar. ×3Example Monsters: Werewolf, doppelganger, druidMonster requirements: Must have a natural Tentacle attack.

You lose the Tentacle attack, as the Tentacle repeatedly subdivides, soon becoming myriad infinitesimal filaments. These filaments, completely unseen and unfelt, spread throughout a radius equal to twice your reach. Creatures within this field of nanotentacles are subject to one Eldritch Essence invocation you know each round, even if you do not use an Eldritch Blast. You may change which Eldritch Essence you apply each round as a Free action. They also take 1 damage for each 1d6 damage that your Eldritch Blast does.

Impossible Maw [Grasping Mandibles]Level: 2Study Requirement: Must have jaws that can unhinge themselves.Example Monsters: Constrictor, viper, anything with a snake-like head and a bite attack.Study Requirement: Must have the ability to move between planes at will. ×2Monster Requirement: Must have the Swallow Whole ability.Example Monsters: Behir, neothelid, purple worm

Your Improved Grab ability improves so that you may use it on creatures up to one size category larger than you are.

You also gain the Swallow Whole special ability with your Bite attack. When you use it, you actually transport the "swallowed" creature to an extradimensional space through a portal created in your throat during this action. The creature can free itself by making a Will save, which it may make once per round; it appears to fade from nothingness in a square adjacent to your location once it succeeds. Each round it spends in this space, however, it takes damage equal to your Bite attack's damage plus your Eldritch Blast damage, and it cannot mitigate this damage.

Phase Blades [Claw]Level: 2Study Requirement: Must have a Ray ability. ×2Example Monsters: Archon, Beholder, WarlockStudy Requirements: Must be able to shift between the material and ethereal planes at will.Example Monsters: Blink dog, ghost, phase spiderMonster Requirement: Must have a natural Claw attack.Example Monsters: Bear, badger

You gain an additional 5 ft. of reach with this claw. Further, any attack you make with this claw is applied against any and all targets in a 5 ft-wide line between you and the extent of your reach. You must have line of effect to all targets.

Non-Euclidean Build (Su)Starting at 4th level, you are treated as either your actual size, one size category smaller, or one size category larger, whichever is most beneficial to you, when making any opposed roll, or for the purposes of any roll that uses a size modifier.

You are also considered larger or smaller for the purposes of whether or not you may use actions or have actions used on you that require specific sizes, such as using Improved Grab yourself, another monster using Swallow Whole on you, or squeezing into a tight space. In all of these cases, your size is considered to be one size larger or smaller, as benefits you most. Additionally, you may use weapons one size category smaller or larger than your own size without penalty.

You may simultaneously be considered smaller and larger than your actual size, but not for the purposes of a single action. For example, if you are Medium, you cannot receive an attack bonus for being Small while using a Large weapon, but you could receive a bonus to Armor Class for being Small while holding a Large weapon (unless you are literally attacked while you are attacking with it). You do not need to take any sort of action or even consciously will a specific size for yourself; you always are assumed to have the most beneficial size available. In cases where the no one size is strictly and objectively better than the rest, you (the player) may choose which size you are, but must do so before any relevant rolls are made.

This feature never affects your Space or Reach, which remain those of a creature of your actual size. The benefits of this class feature stack with the effects of powers, abilities, and spells that change the your size category.

This feature does not stack with either Powerful Build or Slight Build; instead you either grow (if you have Powerful Build) or shrink (if Slight Build) one actual size category, permanently, when you gain this feature. If you somehow have both Powerful and Slight Build, you may choose to grow or shrink or remain your same size when you gain this feature; once made, this choice cannot be changed. These changes are Extraordinary, unlike the rest of the benefits of this feature.

Invocation Grafting (Su)Beginning at 3rd level, you may create grafts that incorporate small samples of your own flesh, giving the creature who gains the graft access to one invocation that you know. They may use this invocation at will.

Furthermore, you may harvest material from any creature that has any at-will spell-like abilities to use for creating similar grafts. The graft gives the user the harvested spell-like ability at will. If the source of these grafts has levels in an invoking class, its invocations qualify. You cannot harvest more than one spell-like ability from a given individual, however.

In all cases, a creature may only have one invocation graft at a time. The caster level of the effect is equal to the graft's xenoalchemy level, and its save, if any, depends on the ability score that the original creature would have used (usually Constitution or Charisma). The body slot used must have something relevant to the spell being used. Almost any spell can fit in the Hands or Throat body slots, but cases can be made for other slots if desired.

The level of the graft depends on the tier of the invocation grafted. In the case of a non-invocation spell-like ability, corresponding invocation tier depends on the level of the spell being emulated; if the spell-like ability does not mimic any actual spell, use half the spell-like ability's caster level, rounded up. The corresponding invocation tier and graft level for each is given as follows:

Table 2: Invocation Graft Levels

Invocation Tier

Spell Level*

Graft Level

Least

1st - 2nd

2nd

Lesser

3th - 4th

3rd

Greater

5th - 6th

4th

Dark

7th or greater

5th

* The DM is recommended to review the specifics of a given spell-like ability carefully, and adjudicate on a case-by-case basis. In a few cases, having a particular spell at-will is much better than it would be if ordinarily cast, but monsters are frequently given such abilities because they are unlikely to be abused. These are recommended values, and should work for most cases, but not hard-and-fast rules and exceptions certainly exist.

At 3rd level, you may only create Least-equivalent grafts. At 7th, you may also create Lesser-equivalent grafts, and at 11th you may create Greater-equivalent grafts. Dark-equivalent grafts require 15th level.

Eldritch Surgery (Sp)At 5th level, you gain a special Eldritch Essence invocation. Using this essence is identical to using Surgical Precision, but it requires no action. The Surgical Precision damage is added to your Eldritch Blast damage, but remains precision damage (albeit of the same damage type as Eldritch Blast).

Eldritch Attunement (Su)At 8th level, you may incorporate a magic item into any graft you make. To do so, you must make a Use Magic Device check, and beat the DC necessary to activate the item by at least 5 (you must do so even if you could ordinarily use the item without Use Magic Device). The item is then subsumed into the graft, and may be used by the recipient as if they made your Use Magic Device check on it. However, every time it is used, the stored Use Magic Device check decreases by 5, and the item becomes non-functional once it dips below the item's usual DC; in this state, no one can use the item at all.

You may do a post-op procedure (if you have that class feature) to roll a new Use Magic Device check for the item, or to remove the item. You may also reclaim the item if you remove the graft or replace it with another graft.